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DM-Talon-beta1
Posted: Mon Jul 06, 2009 11:58 pm
by ZePpEliN
Hi all
Well i had the urge to make a Tam/Freon map so here it is
http://www.filefront.com/13984947/DM-Talon-beta1.ut2
It could probably do with some more refining but its playable as it is
Would like to try it out sometime
Hint Hint
Let me know what you think
Posted: Tue Jul 07, 2009 12:10 am
by Wigglebottom
just downloaded it , will have a look tomorrow ^^ *Wiggle*
Posted: Sun Jul 12, 2009 1:02 pm
by Wigglebottom
sorry it took so long but i did take a look *Wiggle* loved the rotating wall ^^ elpecialy when ya try to get cought between it and a wall. noticed it has no botpaths

was hard to get into the 2nd big room with all the bots setting up their tents there *wiggle* but overal it was fun ^^.
ps. those boostjumps hoing down over the lava are evil

realy scared me the first time i used one *Wiggle*
Posted: Sun Jul 12, 2009 1:10 pm
by Apollo
Hey Zep,
Nice map m8.
I lmao when the roof came down on my head.
All it needs is abit of deco and it would be a very nice map. Would play good on the sunday freon.
Posted: Sun Jul 12, 2009 4:14 pm
by }TCP{Snowbird
:O I downloaded the game, and b-4 I had a chance to open the editor, the Download started my UT game. :/ that was strange.
But I had a chnce to look around, and it looks nice. A few things I did not like were the giant rotateing wall, and the way it went through the stairs. If you put some deco on the wall, like an emblem, or blood splatter, it would break the monotone things up a bit. You could "curve" the stairs out a bit, to make room for the wall.
I liked the design. It was roomy and there are allot of places for peeps to "escape" when in trouble. And the level is not too hard for peeps to find their way back to home.
Keep working on it man, and it would be a nice level. Frank
Posted: Sun Jul 12, 2009 9:26 pm
by ZePpEliN
Thanks for taking a look guys
I appreciate the comments you all made
I'll add in some botpaths and make the deco a bit more interesting.
Frank I agree about the rotating mover it would look better if it didnt pass through the stairs.
Oh anyone got any advice on how to stop ending up inside the mover?
i cant seem to stop it from happening
Also the lifts dont always seem to activate when you stand on them
ZePp
Posted: Sun Jul 12, 2009 10:07 pm
by Wigglebottom
yeah , noticed the lift thing too. i'm pretty new to editing stuff so i cant help ya there *Wiggle* sorry ^^ i have some troubles with lifts too somethimes.
Posted: Mon Jul 13, 2009 1:29 am
by rejecht
ZePpEliN wrote:Oh anyone got any advice on how to stop ending up inside the mover?
i cant seem to stop it from happening
Since you've made those static meshes in the editor, you also have to make the collision model for it. It's possible for primitive shapes.
To make the collision model:
Add the static mesh used for the mover somewhere. Delete it again when done:
Surround the mover with the red builder brush, or shape the red builder brush however you would like players and projectiles etc to collide with it.
Ensure that the static mesh is selected/highlighted;
right-click the red builder brush;
select Save Brush as Collision.
It should be saved now.
The collision model applies to already added static meshes of that type, so you don't have to add them again or anything.
One way to verify that there is a collision model is by going to the static mesh browser and selecting View | Show Collision. You should see pink lines surrounding it.
You should then set bBlockKarma = True in the Collision properties of every mover the player interacts with, or else players will fall through when they die, or maybe when a player is thrown around. But for this to work at all, you need a collision model.
ZePpEliN wrote:Also the lifts dont always seem to activate when you stand on them
Verify that it says StandOpenTimed in the Object properties of each mover used as a lift, or if the delay time has been used and is set too high.
Would you like to know more? hehe
http://wiki.beyondunreal.com/
..and the official site:
http://udn.epicgames.com/
Posted: Tue Jul 14, 2009 1:54 pm
by ZePpEliN
Thanks Rejecht
that worked a treat

Posted: Mon Jul 20, 2009 12:22 pm
by rejecht
np
I'm not sure what version we played on Sunday Freon, but there can't be any collision set on the cube that goes up and down, because some of us got stuck in it instead of getting crushed.
Most people seemed it was a fun experience, some said OMGOMG, but that's pretty much the usual feedback we get.
